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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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<blockquote data-quote="pemerton" data-source="post: 6002518" data-attributes="member: 42582"><p>What's not true?</p><p></p><p>There are a range of powers that players can select that grant them multiple attacks.</p><p></p><p>It's also the case that "minion" status obviates the need for multiple attacks - it's a different abstraction that achieves the same result: namely, increasing the likelihood of dropping the monster in a given 6-second period.</p><p></p><p>I'm not sure in what way they're arbitrary - most of the design seems pretty tight to me.</p><p></p><p>The lack of overlap doesn't both me, personally. After all, the PCs can do stuff the NPCs can't do! I don't mind diversity, especially when it comes to magic. (For martial abilities I think it's more about varyious dimensions of abstraction - as with the (rough) functional equivalence of multiple attacks and minion status.)</p><p></p><p>The ability in question is, as others have posted, an encounter power, and is, as others have posted, very similar to the 1st level rogue encounter power of the same name.</p><p></p><p>Minions are an amalgam of concepts, I think. In some cases they're about playing with the multiple dimensions of scaling: boost AC and attacks, but reduce hit points, to hold overall challenge roughly constant but change the dynamics of action resolution.</p><p></p><p>In other cases they're about imagining a tough but unlucky combatant - it has no layers of "Gygaxian" hit points - no luck or divine favour - but only meat.</p><p></p><p>Either way, they're the ultimate expression of D&D combat as abstraction rather than process modelling. I'm inferring from your dislike of them that you prefer combat as process model rather than abstraction, and treat hit points as "meat".</p></blockquote><p></p>
[QUOTE="pemerton, post: 6002518, member: 42582"] What's not true? There are a range of powers that players can select that grant them multiple attacks. It's also the case that "minion" status obviates the need for multiple attacks - it's a different abstraction that achieves the same result: namely, increasing the likelihood of dropping the monster in a given 6-second period. I'm not sure in what way they're arbitrary - most of the design seems pretty tight to me. The lack of overlap doesn't both me, personally. After all, the PCs can do stuff the NPCs can't do! I don't mind diversity, especially when it comes to magic. (For martial abilities I think it's more about varyious dimensions of abstraction - as with the (rough) functional equivalence of multiple attacks and minion status.) The ability in question is, as others have posted, an encounter power, and is, as others have posted, very similar to the 1st level rogue encounter power of the same name. Minions are an amalgam of concepts, I think. In some cases they're about playing with the multiple dimensions of scaling: boost AC and attacks, but reduce hit points, to hold overall challenge roughly constant but change the dynamics of action resolution. In other cases they're about imagining a tough but unlucky combatant - it has no layers of "Gygaxian" hit points - no luck or divine favour - but only meat. Either way, they're the ultimate expression of D&D combat as abstraction rather than process modelling. I'm inferring from your dislike of them that you prefer combat as process model rather than abstraction, and treat hit points as "meat". [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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